This Mod Makes Vanilla 7 Days To Die Look STUPID! - Escape From Tarkov Mod Episode #1
ฝัง
- เผยแพร่เมื่อ 8 ก.พ. 2025
- TOPIC:📚
► This is a 7 Days To Die Series where i play the Escape From Tarkov mod.
Mods: ⚙
www.nexusmods....
Mod Description:
This mod aims to make the game a bit harder, it is highly recommended to play on 'Nomad'-difficulty, since the whole ballance is build up arround this. Anything higher can be extremely hard, especially early-game.
Making the game harder comes with some changes, that won't fully be listed yet (for the testversion). There will be a full changelist in the first release. One of those changes are the removal of the Parkour-Perk. Since we aim to make the game a bit more challenging and leaning more towards realism, instead of arcade, jumping 3 blocks high, just doesn't fit the general theme. A lot of vanilla perks have been reworked, some removed and new ones added. At a later point, there will be a detailed changelist, but for now, I suggest to just try it out and read into these.
Gunplay has been finally introduced into 7Days to die with this mod. Guns now have a recoil system similar to popular FPS games in the market.
The damage logic has been reworked. Damage is now mostly bullet/caliber-type tied. The quality-level of your gun only mostly impacts it's durability, price and the amount of item modifiers it can equip.
High caliber ammo does much more damage, than low caliber ammo, but is rare in loot and harder to craft. Armor Piercing ammo generally does 3 times more damage against armored zombies and can penetrate a lot of zombies at once in a horde, while Hollow Point ammo can oneshot-headshot ferals in some cases.
The Zombie HP has been changed to perfectly fit the damage rounds, there is a logic behind every HP and bullet damage. For example: a 12.7x55 round can oneshot-headshot normal Zombies and has a 40% chance of headshot-oneshotting normal ferals. Every bullet follows it's own logic and with random HP, there is generally a randomness factor, if a Zombie can be oneshot with some rounds. Also the span of Normal-Feral-Radiated HP is not as big as before. Radiated Zombies heal HP much quicker, especially the Wight. Wights are much faster, deal much more damage and heal much quicker, beware!
Damage can be impacted by perks, armor and 'Hunters Secret' Item Modifier. The maximum damage bonus with every possible aqurable bonus is 32%, which is also very specific to fit the general ballance.
The Item Modifiers: Cripple 'Em Mod, Rad Remover Mod and The Hunter Mod are renamed to: "Cripple 'Em", "Radiation Disruptor" and "Hunters Secret". These are not T3 item modifiers and are the main 'damage'-type modifiers. Cripple 'Em makes every shot Zombie slow down 30% permanently, Radiation Disruptor removes radiated healing for 20 seconds and Hunters Secret give you +10% damage, reducing the randomness of amounts taken to kill Zombies.
All those factors should clearify, that 'Nomad'-difficulty should be the optimal way of playing this mod.
New guns: This mod adds over 70 guns. Guns are split in Tier 1 - 5. All guns display their accuracy (hip/aimed) and recoil values. They also have detailed descriptions.
Item modifiers: With nearly 200 item modifiers, almost every gun has their respective T1 - 4 attachments. A lot of attachments are highly modular and are very compatible, meaning a grip can fit almost every gun and an AR-15 muzzle adapter will fit most 5.56x45 guns. Every item modifier and gun has a detailed description of their compatibility and requirements.
New ammo and disassembly: There are over 45 new ammo-types. Every caliber has three ammo types: Ball, Armor Piercing and Hollow Point, each having their own usecases. Since you could find ammo, which you don't have ammo for, each piece of ammo can be disassembled to bundles at the workstation to get their full resources back. This prevents painful finding of 'useless' ammo, if you don't like their gun or haven't found fitting guns already.
Economy and traders: Roubles are the new trading currency. Traders sell all new weapons, items and ammo. Every price has been manually checked and was playtested, so don't expect too much unballance. Trader rewards have been overworked too, so you will not accidently see old Dukes. (Keep in mind that roubles can be crafted to bundles, so you don't over-fill your inventory)
Loot overhaul: The whole loot-system has been changed.
Loot containers: The brown boxes, military ammo-box pallets and blue barrels have been made lootable. All shelves have been split in classes: Electronics/Hardware/Food/Liquor/Chemical/Pharma. Those are based on their appearance.
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